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RTSS v7.3.2 Beta 7 დაიდო შემდეგი ჩეინჯლოგით:

New RTSS beta is available. Changes are pretty minor, new version just includes built-in profile for FH5 mentioned a few posts above, which is required to get RTSS screenshot capture functionality working in this game.

Also, there was HDR related thread a few days ago where I mentioned again that I don’t focus on HDR related things due to lack of true HDR display required for development and testing. However there is one HDR related feature which I can safely add blindly without hardware and without risking to corrupt anything: optional HDR color space conversion shaders. Now there is new power user oriented HDR setting in application profile (located in [RendererDirect3D11] section), which can be used to apply HDR specific color space conversion to RTSS overlay and make it look more natural if overlay is looking too dim or oversaturated in HDR DX11/12 games. You may set it to the following values:

0 – render overlay as is without color space conversion, i.e. in SDR mode
1 – apply scRGB color space conversion (use it if RTSS overlay looks too dim in HDR mode)
2 – apply HDR10 color space conversion (use it if RTSS overlay looks oversaturated in HDR mode)
-1 – detect required color space conversion in semi-automatic mode by framebuffer format: use scRGB correction for FP16 framebuffer or HDR10 for 10-bit ARGB framebuffer.
 

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-RTSSSetup732Beta7Build25996.rar

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RTSS v7.3.2 ფინალური ბილდი გამოვიდა უზარმაზარი ჩეინჯლოგით:

Version 7.3.2 final
Recently introduced Direct3D11 swapchain latching mode is no longer enabled by default, now it is profile based and applied in compatibility profiles only when it is really necessary (e.g. in Microsoft Flight Simulator 2020, which may simultaneously use multiple swapchains). Enabling it globally could cause the On-Screen Display to disappear on <Alt>+<Tab> in some games with bugged renderers, which leak swapchain during display mode switch
Fixed Windows XP/Vista compatibility regression, introduced in the previous version due to adding Windows 7+ specific in-process RAM usage performance counters
Fixed issue in video capture module, which could cause some 64-bit applications to crash when trying to capture video encoded with external VFW codecs
Improved compatibility with multithreaded Direct3D12 applications, which concurrently create new swapchains while presenting a frame on a swapchain from different thread (e.g. World of Warcraft)
Framerate limiter’s passive waiting mode, introduced in the previous version, is no longer power user oriented. Now it is available in GUI under compatibility properties, so you can enable passive waiting if you prefer reduced CPU load and power consumption or disable it if you prefer maximum framepacing precision
Various compatibility improvements in the hook engine:
Added hooking support for Microsoft DirectX 12 Agility SDK based Direct3D12 applications (e.g. Halo Infinite insider tech preview and possibly other future Direct3D 12 applications compiled with Agility). New DirectX 12 Agility model assumes that the game can be shipped with a local copy of Direct3D 12 runtimes, which can be newer than your system Direct3D12 runtimes. By default RivaTuner Statistics Server’s hook engine is configured to block injection into any custom Direct3D runtimes located outside OS system folder because such case is typical to Direct3D proxy libraries used in third party game mods, which are frequently fundamentally incompatible with overlays. So hooks were blocked on purpose in such environment, making overlay invisible. Running RivaTuner Statistics Server in such environment also reduced performance due to periodically repeating and failing overlay injection attempts. Previously this could be solved by creating application profile for such game with enabled “Custom Direct3D support”option, which is intended to allow injecting custom Direct3D runtimes located outside system OS folders. New Agility compatible hooking path automatically addresses it in the following way:
Simplified form of “Custom Direct3D support” mode is now internally engaged by RivaTuner Statistics Server when Agility SDK based Direct3D12 application is detected. Full “Custom Direct3D support” mode functionality is overabundant and not necessary for Agility case. New Agility compatible hooking path is optional and can be disabled by power users at application profiles level for troubleshooting or performance testing
Added retry counter for reinjection attempts, aimed to minimize performance penalty for situations when Agility SDK based Direct3D12 application cannot be injected
DXGI swapchain hooks are now suspended during dynamic hook offsets initialization, this change is aimed to reduce risk of incompatibilities caused by enabling “Custom Direct3D support” profile in conjunction with application detection level set to “High” for Agility based Direct3D12 applications
Added debug/compatibility profile switch allowing disabling hook reinjection mode
Added debug/compatibility option allowing disabling hook integrity control mode and enabling hook entry point relocation
Changed unconditional injection delay handling approach. Now it overrides conditional trigger module based delay,
previously unconditional delay didn't affect the cases when conditional delay was triggered
D3D12 command queue hook is affected by delayed injection now, but the rest D3D12 swap chain creation hooks are still injected immediately and ignore any delays by default
All API hook handlers have been slightly refactored to allow switching between different API hooking implementations
Added new "Use Microsoft Detours API hooking" option, which is allowing RivaTuner Statistics Server to switch to Microsoft Detours API hooking library instead of own API hooking engine. This option doesn't help RivaTuner Statistics Server itself,  but it may help to fix other third party applications which also hook 3D API calls and use vanilla Microsoft Detours for that (e.g. OBS 27.1.0 and higher). So you may try to enable it you're using RivaTuner Statistics Server with some third party overlay or videocapture software and it refuses to work
Added unified Direct3D12 command queue caching based algorithm for handling periodic swapchain recreation in some Blizzard games (e.g. Diablo 2 : Resurrected and World of Warcraft)
Improved On-Screen Display hypertext formatting implementation:
Fixed covering extent calculation for layers with embedded objects resized to layer extent
Improved dynamic tabbing implementation. Dynamic tabulation value is no longer global for whole hypertext, now each layer calculates it independently
Added sticky layer position tags. Sticky layers are intended for displaying latency markers for luminance sensor based systems similar to LDAT, which are expected to be displayed in a fixed position unaffected by On-Screen Display origin selection
Improved concept of cursor position placeholder layers. Hypertext is no longer being automatically appended with LF symbol when the last rendered symbol is a backspace. Such approach allows using cursor position placeholder layers to define exact desired position of text output for the next hypertext clients instead of defining position one line above it
Added new <RES> hypertext tag, allowing displaying framebuffer resolution in On-Screen Display
Added new <ARCH> hypertext tag, allowing displaying application architecture info (x64 or UWP) in On-Screen Display
Added new <API> hypertext tag, allowing displaying application 3D API info in On-Screen Display. This tag is quite similar to <APP>  tag, but unlike existing tag it displays full 3D API name instead of abbreviated one (e.g. OpenGL instead of OGL)
Added new <TIME=format_string> hypertext tag, allowing displaying custom formatted system date/time in On-Screen Display
Added dynamic color formulas support for <C> hypertext tag
Added GUIDs to internal graph autoscaling cache implementation. GUIDs ensure that autoscaling is not applied to wrong graph when you switch between different OSD layouts containing different sets of displayed graphs
Added new <GRMIN> and <GRMAX> hypertext tags, aimed to display minimum and maximum limits of the last embedded graph. New tags are intended to be used in conjunction with autoscaling graphs to display their dynamic limits. Please pay attention to hypertext rendering Z order and ensure that you specify the tags after rendering target embedded graph to make them work as expected
Improved load image <LI> tag format. Now the tag parameter can be wrapped with quotation marks if the filename contains some reserved symbols (round brackets, triangle brackets and comma)
Improved SDK:
Improved RivaTuner Statistics Server host API:
Added helper PickColorEx API function, allowing the plugins to use extended version of host color picker dialog window. Extended version may display “>>” button, allowing the clients to implement some additional color adjustment functionality
Added helper GetColorPreview function, allowing the plugins to generate RGBA color preview in client specified image buffer
Improved shared memory layout:
Now each running 3D application entry contains current framebuffer resolution info. This feature is required to allow displaying foreground application resolution info in DesktopOverlayHost
Additional extended 32KB hypertext slot is now available to OSD client applications
Improved HotkeyHandler plugin:
Added workaround for internal DirectInput issue, which could cause hotkey handler to stop processing hotkeys correctly after locking/unlocking PC from keyboard with <Ctrl>+<Alt>+<Del> or <Win>+<L>. To bypass it the plugin is resetting hotkey handler state after lock screen transition now
Added optional RawInput based hotkey handler implementation
Improved OverlayEditor plugin:
Added layers list editor window. You can access it via “Edit list” command in “Layers” menu or via <Ctrl>+<Shift>+<L> keyboard shortcut to adjust layers Z-order visually with drag and drop or select desired layer
Added <Apply> button to <Layer properties> window. Now you can test your changes without closing the properties
Added sticky layer position options to <Layer properties> window
Added %Date% macro for embedding system date into hypertext
Added maximum CPU core load data source to HAL. Sample overlay is displaying maximum CPU core load history graph under per-core CPU load barchart graphs
Decreased timer resolution to improve editor’s framepacing
Introduced concept of dynamic color attributes, which brings MSI Afterburner's OSD alarm thresholds feature support natively to the plugin:
Any color attribute (e.g. layer text or background color) can be switched to dynamic mode by pressing ">>" button inside the color picker dialog or switched back to static color mode by pressing "<<" button
Dynamic mode is reflected by “D” letter displayed on top of color preview box
Dynamic colors can be linked with any data source visible to the plugin, can have up to 5 open or closed data source value ranges mapped to different colors
Dynamic colors can either select fixed color by range or blend colors for nearby ranges allowing implementing smooth gradients for dynamic color changes if necessary
Dynamic colors can be either calculated inside the plugin and applied to formatted hypertext as static color on the fly or you can optionally embed dynamic color formula into the hypertext layer. In this case embedded objects (e.g. graphs) can use this formula to recalculate colors independently for each displayed graph point
Added new %CPUShort% macro. This macro definition is similar to previously existing %CPU% macro, containing compacted CPU branding string, but %CPUShort% additionally strips CPU clock frequency info starting from @ symbol
Text table specific color attributes are now displayed in recent colors selection panel in color picker dialog
Text table line name and cell text can use special symbols now (e.g. newline \n symbol)
Hypertext edit field in layer properties dialog is now multiline, so it is more convenient to work with complex layers (e.g. layers combining multiple embedded objects)
Fixed issue which could cause skipping some overlay refresh iterations
Added new keyboard shortcut to the overlay editor window. Now you may press <Ctrl>+<Shift>+<M> to apply layout master settings. The same can be done from menu: Layouts -> Edit -> Master settings
Now all embedded graphs are using buffered update approach instead of asynchronous update for each graph before. This change is aimed to eliminate risk of seeing short flickering when switching between different overlay layouts containing different sets of displayed graphs
Overlay layout timer is now reinitialized properly when switching between different overlay layouts with hotkeys
Sample overlay layout supplied with the plugin was designed as a technodemo, showing you as many complex overlay creation techniques as it is possible. Now the plugin includes two more built-in overlay layouts, which suit better for everyday usage:
Classic layout is close to classic native MSI Afterburner's layout. It combines traditional text table based sensors representation with frametime graph and contains the most frequently used and the most useful sensors including process specific ones
Benchmark layout is entirely focused on framerate/frametime monitoring. It displays autoscaling frametime graph and dynamic distribution of the slowest frames with highlighted 1% zone. Such representation gives better visual demonstration of 1% low framerate to beginners. Dynamic distribution of the slowest frames is also useful when you're altering percentile calculation related options
Improved hotkey handler plugin:
Added DirectInput initialization mutex, aimed to prevent possible deadlock in IDirectInputDevice8::Acquire during application start when it creates one more DirectInput device for FCAT overlay working in “latency marker” mode
Improved RTSSSharedMemorySample sample:
Fixed sample crash on the systems with more than 8 logical processors
Now the sample demonstrates new sticky layer position tags usage
Added new “latency marker” rendering mode for FCAT overlay. New mode is aimed to be used in conjunction with third party luminance sensor based input latency monitoring systems similar to LDAT. In this mode RivaTuner Statistics Server displays color latency event markers reflecting current input state when keyboard or mouse buttons are pressed or released. In this mode RivaTuner Statistics Server additionally stores high precision latency marker registration and latency marker presentation timestamps into shared memory and provides the timestamps to client applications. Client applications may use this data as a backend for input latency calculation in conjunction with additional data they receive from luminance sensor
Added new "Percentile buffer" option to general properties. New option allows switching between unlimited and rolling ring buffer modes for 1% low and 0.1% low metrics calculation. Unlimited mode is preferred if you manually start benchmarking session with a hotkey. Ring mode can be preferred if you permanently keep the benchmark mode enabled and want to see 1% and 0.1% low metrics reflecting just a few last seconds of gameplay
Slightly altered geometry batching implementation in On-Screen Display renderer. Previously RivaTuner Statistics Server internally  represented On-Screen Display contents as a few uber batches, containing all On-Screen Display geometry grouped by primitive type (for example, the first batch containing triangles representing all On-Screen Display symbols, solid color bars, and embedded images and the second batch containing all lines used to render all graphs). Such batching provides optimal rendering performance and minimizes draw calls count and rendering pipeline state changes. With such implementation it was possible to render On-Screen Display contents in expected Z-order for the same type of graphics primitives (e.g. for text, images or solid color bars), but line primitives were always rendered on top of everything. New altered geometry batching implementation allows splitting uber batches  on smaller batches, so it is now possible to render both lines and triangle primitives in expected Z-order. Please take a note that batches splitting mode is enabled by default, but power users may enable old uber batch rendering mode at profile level if necessary
Improved scanline sync implementation:
Now index of target display device for multimonitor systems is also displayed in scanline sync info panel
SyncDisplay profile switch, which is defining index of target display device for multimonitor systems, can be set to -1 now. In this case target display device will be selected automatically by monitor displaying 3D application's foreground window
Added power user oriented profile switch, allowing enabling HDR specific color space conversion for On-Screen Display in D3D11/D3D12 HDR applications. This profile switch can be used to correct On-Screen Display appearance when it looks too dim in scRGB HDR applications or oversaturated in HDR10 applications
D3D12 videocapture queue depth has been increased from 3 to 8 frames. This change is aimed to improve captured videostream smoothness in applications like Forza Horizon 4, which render more than 3 frames ahead
Added hooking profile for Deathloop. The profile disables “High” application detection level setting for this game, which is incompatible with its protective system implementation. Please take a note that application detection level settings in RivaTuner Statistics Server are application compatibility options, which are intended to be used at profiles level only for games dynamically loading DirectX runtimes. It is recommended to use it only for applications, which cannot be hooked with default “Low” application detection level. It is strongly not recommended to enable “High” level globally for all processes running in the system
Added hooking profile for Fallout 76. Similar to Deathloop profile, it also disables “High” application detection level setting for this game, which is incompatible with its protective system implementation
Added On-Screen Display profile for Diablo 2 : Resurrected
Added On-Screen Display profile for World of Warcraft
Added On-Screen Display profile for Forza Horizon 5
Application tray icon is DPI aware now
Application installer is DPI aware now
Updated profiles list

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/rtss-rivatuner-statistics-server-download,17.html

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  • 2 weeks later...

MSI Afterburner 4.6.4 Beta 5 გამოვიდა შემდეგი ჩეინჯლოგით:

 Added new MSI Windows 11 themed skins (Light and Dark editions) by Drerex design
· Added experimental support for Intel 12th generation CPUs
· Fixed issue which could prevent MSI Afterburner from opening from tray via main application icon after accessing properties via clicking monitoring tray icon
· Application tray icon is DPI aware now:
o OS level tray icons scaling is disabled now to prevent tray icon text distortion. Power users may revert back to the previous DPI unaware tray icon rendering mode via configuration file if necessary
o Added new bigger tray icon fonts for >=150% and >=200% DPI scaling ratios. Power users may also select tray icon font independently of selected DPI scaling ratio via configuration file if necessary
· Application installer is DPI aware now
· RivaTuner Statistics Server has been upgraded to v7.3.2 final

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup464Beta5Build16231.rar

აგრეთვე გამოვიდა  RTSS 7.3.3 ბეტა ბილდიც შემდეგი ჩეინჯლოგით:

· Added compatibility profile switch allowing ignoring nested IDXGISwapChain1:: Present1 -> IDXGISwapChain:: Present hook calls. This feature is intended to bypass issues with Epic Games Social Overlay, which is adding extra presentation call to application’s rendering flow and causing wrong cumulative framerate to be monitored
· Added debug/compatibility profile switch allowing disabling IDXGISwapChain1:: Present1 hooking
· Improved protection for pending hook library copy operations. Now RivaTuner Statistics Server is not allowed to be started without rebooting the system if installer schedule pending 64-bit hook library copy operation on the next reboot
· Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup733Build26000.rar

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MSI Afterburner 4.6.4 RC გამოვიდა შემდეგი ჩეინჯლოგით:

- Beta mark removed
- Minor changes in locatization and context help
- Small GUI fix in Win11 Light edition skin
- Slightly optimized monitoring profiles switching performance
- RTSS has been upgraded to 7.3.3 (the same build which was recently posted here with a fix for EGS overlay issue)

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup464Build16252.rar

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MSI Afterburner 4.6.4 ფინალური ბილდიც გამოვიდა შემდეგი ჩეინჯლოგით:

Added new MSI Windows 11 themed skins (Light and Dark editions) by Drerex design
Added voltage control for reference design AMD RADEON RX 6700 XT series graphics cards
Added experimental support for Intel 11th generation CPUs
Added experimental support for Intel 12th generation CPUs
Added experimental support for mobile AMD Ryzen CPUs
Fixed issue with missing memory temperature sensor on AMD RADEON 5700 / 5700 XT series graphics cards
Fixed issue which could prevent MSI Afterburner from opening from tray via main application icon after accessing properties via clicking monitoring tray icon
Increased memory overclocking limit for NVIDIA GeForce RTX 30x0 series graphics cards
Added workaround for internal DirectInput issue, which could cause hotkey handler to stop processing hotkeys correctly after locking/unlocking PC from keyboard with <Ctrl>+<Alt>+<Del> or <Win>+<L>. To bypass it MSI Afterburner is resetting hotkey handler state after lock screen transition now
Optimized monitoring profiles switching implementation for situations when profiles contain different sets of data sources displayed in monitoring tray icons
Application tray icon is DPI aware now:
OS level tray icons scaling is disabled now to prevent tray icon text distortion. Power users may revert back to the previous DPI unaware tray icon rendering mode via configuration file if necessary
Added new bigger tray icon fonts for >=150% and >=200% DPI scaling ratios. Power users may also select tray icon font independently of selected DPI scaling ratio via configuration file if necessary
Application installer is DPI aware now
RivaTuner Statistics Server has been upgraded to v7.3.3

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/msi-afterburner-beta-download,36.html

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  • 2 months later...

RTSS 7.3.4 beta 1 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

· Various compatibility improvements:
o Various Direct3D12 overlay renderer cleanups for both D3D11on12 and native Direct3D12 rendering implementations aimed to improve compatibility with Direct3D12 debug layer. Please take a note that default D3D11on12 based Direct3D12 overlay renderer is now compatible with debug layer as is, but optional native Direct3D12 overlay renderer hooks retail command queue only by default due to performance reasons, and debug layer expects wrapped debug command queue to be used by Direct3D12 application during debugging. So debug layer will throw OUT_OF_ORDER_TRACKED_WORKLOAD_PAIR exception if you try to use overlay configured to use native Direct3D12 renderer. If you absolutely need to debug your Direct3D12 application with RivaTuner Statistics Server overlay enabled in such environment, you may get rid of this debug layer exception with HookDirect3D12DebugLayer profile switch, which will enable wrapped debug command queue hooking
o Improved compatibility with applications using multiple in-game overlays (e.g. both Steam and Epic Games Overlay) and using late injection for one of them (e.g. Rogue Company, which is injecting Steam overlay hooks at startup but using late Epic Games Overlay hooks injection during matchmaking)
o Slightly reworked Epic Games Overlay compatibility strategy. Now RivaTuner Statistics Server disables IDXGISwapChain1:: Present1 hooking when Epic Games Overlay hook module is detected instead of ignoring nested IDXGISwapChain1:: Present1 -> IDXGISwapChain:: Present hook calls
o Improved compatibility with Direct3D12 applications using multiple Direct3D12 swapchains (e.g. Prepar3D v5, which is using separate swapchains for main game window and vehicle select window)
o Improved compatibility with Direct3D9 applications, which never use Direct3D9 device’s implicit swapchain and present frames from additional swapchain only (e.g. Brawlhalla)
o Improved compatibility with OpenGL3+ applications, using overly restrictive debug checks in retail products and stopping rendering on any OpenGL errors (e.g. Defold Editor). Now RivaTuner Statistics Server uses different strategy instead of internal error interception for overlay renderer fallback from in-context rendering to separate context rendering
· Improved hypertext parser:
o Optimized dynamic colors attributes recalculation in hypertext parser for overlay layouts containing multiple graphs
o Added shared memory access timeout to hypertext parser. Timeout is necessary to ensure that multiple simultaneously running 3D applications do not skip overlay updates when they try to access shared memory simultaneously (e.g. when scanline sync is enabled so multiple running 3D applications start rendering overlays synchronously)
· Improved scanline sync implementation:
o Added scanline sync support for non-native resolutions (e.g. DSR). This feature requires altering negative scanline index interpretation rule, now negative index is treated as offset from maximum visible scanline index instead of treating it as offset from VTotal before. Please keep it in mind and subtract vertical blanking interval from your target scanline index to get it positioned identically to the previous version
o Altered Alt + framerate limit field clicking functionality. Previously it allowed setting framerate limit to the primary display refresh rate, now it is setting framerate limit to refresh rate of display containing RivaTuner Statistics Server window
o Added synchronous command queue flushing support (enabled by setting SyncFlush to 2) for Direct3D12 applications
o Synchronous Vulkan command queue flushing is no longer enabled by default, now it is also engaged only when you explicitly request it by setting SyncFlush to 2
o Name of target display device selected by SyncDisplay profile switch is also displayed in scanline sync debug info panel in addition to display device index
· Improved OverlayEditor plugin:
o Added extended temperature monitoring support for NVIDIA GPUs to internal HAL
o Added extended CPU temperature, power and clock monitoring support to internal HAL. Those data sources duplicate data provided by MSI Afterburner HAL and additionally provide bus clock, per-CCD temperature monitoring (Zen 2 or newer CPUs) and effective CPU clock monitoring. Please take a note that this functionality is not provided out of box, it requires low-level IO driver, which is not included in RivaTuner Statistics Server distributive. If you want to use RivaTuner Statistics Server as completely standalone solution, you may manually copy IO driver from MSI Afterburner distributive and put in next to OverlayEditor plugin library then unlock driver usage for internal HAL in the plugin configuration file
o Updated classic overlay layout, now it also displays VRAM temperature on supported systems
o Updated classic and sample layouts to support CPU temperature and power readback from internal HAL, if extended CPU monitoring is unlocked
o Rendering in overlay editor’s window is now paused when you open “Overlay data sources” window to let you to see real idle CPU and GPU sensor readings unaffected by editor’s window background rendering
o Added alternate “Framerate history” and “Frametime history” data sources. Those data sources duplicate data provided by MSI Afterburner HAL. Unlike existing realtime “Framerate” and “Frametime” data sources, which are providing per-frame instantaneous framerate/frametime statistics independently for each 3D application, alternate data sources are sampled with overlay layout’s refresh period and reflect averaged framerate and maximum frametime per sampling period similar to MSI Afterburner. Similar to Afterburner, those data sources also cannot reflect independent statistics for multiple simultaneously running 3D applications and apply to foreground 3D application only
· Fixed issue causing “Start with Windows” option state to be reset after opening application properties then closing the application
· Fixed issue causing overlay font to be invisible in some legacy 16-bit color exclusive fullscreen applications (e.g. Quake 3 : Arena in 16-bit display mode under Windows 10)
· Improved compatibility with third party skins in “Layered with alpha” skin composition mode
· Added On-Screen Display profile for Prepar3D v5
· Added On-Screen Display profile for Brawlhalla
· Added On-Screen Display profile for Ryujinx
· Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta1Build26583.rar საკმაოთ სოლიდური ჩეინჯლოგია ისე

 

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  • 2 months later...

ერთი კომპონენტის მონაცემები ვერტიკალურად როგორ განვალაგო? აი მაგალიტად პროცესორის სიხშირე და ტემპერატურა რო აისახებოდეს 2 გრაფად და არა ერთმანეთის გასწვრის, ვიდეობეში ნანახი მაქ რო ეყენა ეგრე ხალხს მარა სეთინგებში ვერ მივაგენი რატომღაც

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რაც გჭირდება წესით აქ უნდა იყოს და გადახედე: https://www.gamingpcbuilder.com/msi-afterburner-overlay-customization-guide/

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  • 3 weeks later...
  • 3 weeks later...

RTSS 7.3.4 beta 4 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

- Improved hooking engine
- Added WinUI3 runtime libraries to injection ignore trriggers list
- Now injection ignore triggers list can specify modules, dynamically loaded by hooked application during runtime.This feature can be used to exclude applicaitons using delayed load of WPF/WinUI3 runtimes (e.g. Microsoft Power Toys)
- Improved hypertext format
- Added new <FC> hypertext tag support. The tag is intended for displaying total frame counter during benchmarking session
- Added new <M> hypertext tag support. The tag is intended for specifying independent margins for left, top, right and bottom edges of the layer and supports both positive (inner) and negative (outer) margins adjustable in zoomed pixel units. Margins affect layer background fill area and layer content placement, you can use the margins to acheive layer border or shadow effects
- Increased size of internal shared text buffer used to render performance profiler's and scanline sync info panels. Previously displaying both performance profiler's and scanline sync info panels simultaneously could cause buffer overflow on the systems with too long monitor name
- Improved OverlayEditor.dll plugin
- Added alternate MPERF and OC Mailbox based bus clock detections for Intel Skylake and newer CPUs, aimed to add support for overclocked BCLK monitoring
- Added new low-level RTCoreMini driver to distributive. RTCoreMini is IOCTL compatible stripped down version of MSI Afterburner's full RTCore driver, which lacks MMIO access functionality used for low-level GPU access on legacy graphics cards. Now internal HAL provides CPU monitoring funtionality as is, out of box. Note: We'll also migrate to RTCoreMini in MSI Afterurner in future after deprecating some legacy graphics cards (Fiji and older GPUs)
- Added layer margins adjustment to layer setting dialog. Now you can specify independent margins for left, top, right and bottom edges of the layer and use both positive (inner) and negative (outer) margins adjustable in zoomed pixel units. Margins affect layer background fill area and layer content placement, you can use the margins to acheive layer border or shadow effects
- Added new xmin, xavg and xmax variables support to data source's correction formulas. Now you may specify these variables to display minimum, average or maximum value for a data source if necessary. Please take a note that now you may also associate a hotkey in HotkeyHandler.dll plugin for resetting collected minimum/average/maximum statitics
- Improved HotkeyHandler.dll plugin
- Added new XOR modifier type to profile modifier hotkeys. You can use XOR modifier to toggle boolean profile properties
- Altered shared images / videos folders location requesting way to minimize controlled folders access warnings
- Added new "Reset statistics" preset to overlay editor's hotkey. You may define such hotkey if you use new xmax/xavg/xmin variables in correction formulas to display statistics for any data sources and want to reset
collected min/avg/max
- Added profile caching system aimed to improve RivaTuner Statistics Server start time
- Added process modules list dumping to debug system
- OpenGL pixel unpack alignment state is now restored properly by OpenGL overlay renderer to improve compatibility with old builds of Ryujinx
- Now you may press <F5> in RivaTunerStatistics Server's window to reread currently selected profile, if you modify it manually with some external text editor
- Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/{Guru3D.com]-RTSSSetup734Beta2Build26934.rar

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MSI Afterburner 4.6.5 beta 1 გამოვიდა შემდეგი ჩეინჯლოგით:

- Fan control tweak documented in this post, which is allowing to bypass recent fixed fan control API changes on Polaris, is now forcibly enabled on such cards with newer drivers.
- Added a few more new AMD/NVIDIA PCI DeviceIDs to hardware database
- RTSS has been upgraded to the latest version (7.3.4 beta 3)
- We switched update server to new URL in update checking system. Old update server location is reaching EOL in near future.

ესეც RTSS 7.3.4 ბეტა 3-ის ჩეინჯლოგიც ცალკე:

- CPU usage data sources in internal HAL were temporarily swithced to alternate NtQuerySystemInformation(SystemProcessorIdleInformation) source to bypass currently broken idle time reporting in NtQuerySystemInformation(SystemProcessorPerformanceInformation) in current 22H2 builds. Legacy CPU usage calculation implementation can be selected by power users via CpuUsageCalc config entry if necessary (for testing future (hopefully) fix in NtQuerySystemInformation(SystemProcessorPerformanceInformation) from Microsoft side). Also the same entry can be used to switch CPU usage to \Processor Information\% Processor Utility perofromance counter to exactly match task manager's readings (which is not recommended, because it is base clock frequency scaled there).
- Added new Export and Import commands to Layouts menu and OVX overlay layout exchange file format support. More details about it are available in the previous post.
- I've noticed that I erroneously included third party RTSS skin into distributive while performing compatibility skins testing here. It was not intended to be inside, it is now removed.

ვინდოუს 11 22h2 ბილდის ბაგები დაუფიქსია, ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-MSIAfterburnerSetup465Beta1Build16292.rar ხო გურუ3დ-ის სერვერი გათიშულია ჯერ და არ მაწერინებს, დაფიქსავენ და გადმოიწერს მოგვიანებით

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  • 5 weeks later...

RTSS 7.3.4 ბეტა 4 გამოვიდა შემდეგი ჩეინჯლოგით:


o Improved compatibility with Vulkan applications, using multiple coexisting swapchains (e.g. Godot v4 editor)
o Framerate limit is no longer displayed as blank field when using <Alt> + framerate limit field clicking functionality for some periodic refresh rate values, defined with arbitrary non-power-of-10 refresh rate denominator. Such periodic refresh rates are rounded to 3 decimal places
o Improved compatibility with Vulkan applications, creating multiple dummy Vulkan devices on different GPUs during startup (e.g. Far Cry 3 with DXVK mod)
o Added power user oriented config file switch, allowing displaying 3D API (either abbreviated or full) in framerate counter displayed by "Show own statistics" option
o Epic Games Overlay compatibility strategy is disabled by default now, it is no longer mandatory due to changes in recent Epic Games Overlay updates
o Frametime counter in shared memory is now buffered and no it longer updates dynamically during presenting the frame. Buffering is implemented to protect the counter from being asynchronously accessed by third party monitoring clients and prevent such client applications from reading incomplete frame timings
o Fixed Windows XP/Vista compatibility regress, introduced tn the previous beta due to adding debug module dumping feature
o Added Intel Arc GPU architecture support to internal HAL of OverlayEditor plugin
o Added special stub data source to internal HAL of OverlayEditor plugin. This data source is not bound to any physical sensor so it doesn't consume any CPU time by polling hardware. You may use stub sources to implement some virtual sensors implemented purely via correction formulas and referencing other data sources only (e.g. total power consumption represented as "CPU power" + "GPU1 power" + fixed_delta).
o %VRAM% macro is now aligned to closest 0.5GB boundary in OverlayEditor plugin
o Updated built-in profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta4Build27054.rar

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RTSS 7.3.4 Beta 5 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

- Improved hypertext format:
o Improved image embedding <I> tag syntax. Added optional tag parameter defining embedded image rotation angle.
o Improved bar embedding <B> tag syntax. Added optional tag parameter allowing drawing variable width bar border instead of filling the bar with the solid color.
o Added new <V> tag support for defining general purpose variables. Up to 256 general purpose integer variables can be defined in hypertext then referenced later as subsequent tag parameters. Additional "L" or "H" postfixes cam be added to variables to extract low or high 16-bit integers from 32-bit integer variables.
o Added integrated functions support to hypertext syntax. The following integrated functions are currently supported by hypertext parser:
+ $MAP function is intended for mapping the value ranges, e.g. for mapping [0;60] FPS range to [-90;90] degree rotation angle range in animated gauge indicator
+ $SPR function is intended for calculating animated sprite coordinates from specified sprite matrix and value range. Function result is packed in single 32-bit integer value, it can be stored to variable and independent coordinate components can be unpacked with previously mentioned "L" and "H" prefixes
o Improved covering extent calculation for overlays containing some specific sequences of embedded bars and backspace symbols
- Improved OverlayEditor plugin:
o Added settings for specifying fixed rotation angle in static image properties window
o Added settings for specifying dynamic rotation anlge in animated image properties window. This way you may easily implement animated gauge-styled indicators, e.g. define gauge arrow sprite and make it rotate in desired range depending on input range. Sample overlay layout included in distributive demontrstes this technique with animated framerate gauge indicator
o Added settings for displaying layer border in layer properties window
o Added SMART attributes montioring and hard drive temperature monitoring support to internal HAL. The implementation is based on original MSI Afterburner's SMART plugin, but unlike original implementaion which supports SMART attributes readback on IDE/SATA drives only, internal HAL's implementaiton also provides support for SMART attributes reading on NVMe devices (including dual-channel memory/controller temeprature monitoring on new Samsung NVMe drives). Please take a note that SMART monitoring is disabled by default due to performance reasons, you may enable it in new internal HAL properties window
o Added data provider properties accessible via "..." button next to selected provider in "Add data sources" window. Currently configurable properties are avaiable for internal HAL only, you can enable SMART monitoring or disable low-level IO driver there if necessary
- Improved DesktopOverlayHost plugin:
o Added optional Direct3D11 and OpenGL renderers, which can be used to bypass known architectural limitations of Direct3D9 desktop overlay renderer. You may select desired renderer in application properties
- Bumped version inside Vulkan layer manifest to improve compatibility with some Vulkan 1.2+ applicaitons (e.g. Ryujinx)
- Fixed issue causing language icons to be displayed in wrong palette for some languages (German, Portuguese and Ukrainian) in "User Interface" tab

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta5Build27325.rar

გამოვიდა აგრეთვე MSI AB 4.6.5 Beta 2 ბილდი, ეგ ზედა RTSS ბეტა ბილდი არ მოყვება მაგაზე, ცალკე უნდა დააყენო, მანდ რამე კარდინალური ცვლილებები არ დაუმატებიათ და ჩეიმჯლოგიც არ დაუდია დიდათ

https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta2Build16293.rar

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  • 2 weeks later...

MSI Afterburner 4.6.5 beta 3 გამოვიდა შემდეგი ჩეინჯლოგით:

- Improved correction formula parser with data format conversion, rounding and min/max functions support
- Added Intel Arc monitoring support
- Added AMD Ryzen 7xxx and Intel 13th Gen CPU architectures support
- Added OCMailbox based bus clock frequency monitoring for Skylake and newer Intel CPUs. Unlike traditional legacy timestamp clock based bus clock frequency estimations, OCMailbox provides support for overclocked BCLK monirtoring
- Improved SMART.dll monitoring plugin. Added temperature monitoring support for NVMe devices, including the secondary controller temperature for some Samsung NVMe drives
- Default clock frequency limit of volatge/frequency curve editor window has been extended to 3.5GHz. Please take a note that you may still customize the limits via config file if necessary
- RTSS has been upgraded to 7.3.4 Beta 6

ესეც ცალკე RTSS 7.3.4 Beta 6 ჩეინჯლოგი:

- Added new ScaleToFit application profile property. The property is intended to enable alternate offscreen overlay rendering mode and scale it to fit entire 3D application window while keeping original overlay proportions. New properly is aimed to simplify the process of resizing overlay displayed via DesktopOverlayHost on small portable USB displays. Please take a note that new scale to fit overlay rendering mode is currently supported for Direct3D and Vulkan applications only, and the only supported form of scaling is stretching. Overlay shrinking is not supported.
- Added new environment variable based profile override mechanism, which is allowing the processes to override some application specific RTSS profile properties on the fly. New mechanism is aimed to allow DesktopOverlayHost to toggle new ScaleToFit profile property on the fly directly from executable and without physically altering the profile file.
- Slightly altered Direct3D9 and Direct3D1x blending setups for offscreen rendering mode to make final blending result look identical for offscreen rendering mode in Direct3D9 and Direct3D1x
- Improved DesktopOverlayHost tool:
o Added "Scale overlay to fit entire window" option. Please take a note that new option is only supported when Direct3D renderers are selected and ignored for OpenGL renderer
o Now you may click top left corner of DesktopOverlayHost borderless window to maximize it. Changing mouse cursor indicates target click area
- Improved OverlayEditor plugin:
o Added effective core/memory clock senosrs for NVIDIA GPUs to internal HAL. Unlike target clock, effective clock takes PLL resolution (e.g. physical clock generation step) and any forms of hardware clock slowdown/throttling (e.g. thermal) into account. Please take a note that in order to reflect throttling, effective clock sensors use averaged PLL clock counters during some period of time, so realtime effective clock changes are expected to be slightly lagged/delayed comparing to instantaneous target clock changes.
o Added Ryzen 7xxx and Intel 13th generation CPUs support to internal HAL
o Now hypertext editor field inside layer properties window supports context highlighting for native hypertext tags displaying some text info (e.g. <FR>, <API>, <EXE> etc). Now you may double click such highlighted tag or press "..." button to replace it with other tag or macro via popup macro/tag browser menu.
o Now hypertext editor field inside layer properties window displays helper popup tag or macro browser menu when you type in <> or %% sequence. This allows you to select desired tag or macro visually from it instead of typing it in manually
o Added new "Snap to grid" option to "View" menu. Previously snap to grid mode was used by default, but you could individually position/resize layers in absolute pixels by holding <Shift> during layer movement/resizing. New option is allowing you to disable snap to grid globally. <Shift> key can still be used, but now it inverts global snap to grid mode for individual layers (i.e. it works as before for enabled "Snap to grid" mode and allows enabling snap to grid just for individual layers if global "Snap to grid" option is disabled).
- Switched to alternate digital signature for hooks DLLs
- Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta3Build16357.rar კასპერსონი ფოლს პოზიტივს აგდებს და ტროიანიაო დამყენებელზე უკან დავაბრუნებინე ფაილები, ალბათ იმიტომ რომ DX რესტარტს რომ გთხოვს დაყენებას რომ მორჩება ეგ არ მოეწონა რატომღაც 

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MSI Afterburner 4.6.5 beta 4 გამოვიდა: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta4Build16358.rar ყველაფერი იგივეა რაც წინა ბილდში, უბრალოთ კიდე ეს ცვლილება დაამატეს:

 it just adds upcoming RADEON RX 7900 family PCI DeviceID to the database to unlock voltage controls on new cards, კასპერსონა უნდა გაითიშოს და ისე დააყენოთ ეგ ახალი, ისე შლის ფაილებს ლოლ, ფოლს პოზიტივს პოულობს რატომღაც

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RTSS 7.3.4 Beta 7  გამოვიდა შემდეგი ჩეინჯლოგით:

- Improved OverlayEditor plugin:
+ Refactored CPU architecture detection implementation inside internal HAL to provide better soruce code readability, simplify the process of adding new CPU architectures support in future versions of plugin and provide unified Intel/AMD CPU architecture definition inside the database. Technically I could miss some previously supported CPU architectures during refactoring, so if your CPU related sensors were supported inside OverlayEditor's Internal HAL before and became invisible now - please report it.
+ MPERF/APERF based sensors are now forcibly recalibrated after resuming from suspended mode
+ Improved base (max non-turbo) clock estimation approach, now it is calculated on the most loaded CPU core instead of the first core. Base clock is used by HAL to derive estimated BCLK in cases when OCMailbox dedicated BCLK reporting interface is not available (e.g. when core isolation/HVCI is enabled)
+ Optimized OverlayEditor initialization time. Helper performance counters, used for alternate power user oriented CPU usage calculation modes, are no longer initialized by default. This allowed to reduce the plugin initialization and RTSS start time by approximately 500ms
+ Added PerfCap mask data source for NVIDIA GPUs. This data source duplicates combination of MSI Afterburner's original binary "Power limit", "Temeprature limit", "Voltage limit" and "No load limit" monitoring graphs and allows displaying them natively in OverlayEditor
+ Added new test(x,mask) function support to correction formula parser. You may use such bit-testing function to extract desired bits from bitmask, it is intended to be used in conjunction with new PerfCap mask data source to extract independent performance capping limits from it and display them as independent graphs
+ Now you may hold <Ctrl> button pressed in "Overlay data sources" window to show correction formulas used by each data source inside "Values" column

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta7Build27504.rar

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  • 1 month later...

ხო რუსი დევია ეგ, იძახოდა შეიძლება არმიაშიც გამიწვიონო ერთი პერიოდი, მერე ეგ ამოტივტივდა, აქაც დაიდო ეგეთივე ინფო ისე:

MSI Afterburner project faces difficult times https://videocardz.com/newz/msi-afterburner-software-without-msi-support-project-is-probably-dead თუ გაგრძელდა სხვა ვიდში ეგ პროექტი MSI აღარ ერქმევა ალბათ უკვე, რახან მაგათმა როგორც ჩანს შეწყვიტეს მაგის დაფინანსება, ერთადერთი RTSS უფლებები მაგათი არ ყოფილა, კონტრაქტი მარტო MSI afteburner ქონია მოწერილი, ისე უფრო ნვიდიას კარტებისთვის იყენებდენ მაგ უტილიტას ბოლო წლებში, ამდ თავისი უტილიტა აქვს და ბევრი მაგას იყენებს, მაგის ალტერნატივა იყო კიდე EVGA precision მაგრამ მანდაც იგივე სიტუაციაა + თვითონ EVGA აღარ უშვებს 4000 სერიის კარტებს და მაგი უტილიტაც მალე წარსულს ჩაბარდება, თვითონ ნვიდიას არაფერი აქვს ნორმალური ჯერ მაგ დონის, ძველი ნვიდია ინსპექტორია კიდე და ასუსის უტილიტა მაგის გარდა, პირველ რიგში ვგულისხმობ დარაზგონება-ანდერვოლტს, მერე უკვე სხვა რაღაცეებს, მათ შორის სტატისტიკას რომ აჩვენებს თამაშებში ეკრანზე, რაც დიდათ ამ ეტაპზე არ მჭირდება, ისე 3000 სერიამდე მუშაობს ბოლო აფტებარნერიც ნორმალურათ, 4000 უკვე ჭირდება ალბათ რაღაც პრავკები, სხვა ფიშკებიც მუშაობენ ჯერ, მაგრამ შემდგომ სერიებისთვის რაღაც სხვა უნდა ეძებონ უკვე უზერებმა მაგის განვითარება თუ შეწყდება მთლიანათ, პრინციპში ბოლო ბეტა ნვიდიას ინსპექტორიც მუშაობს რაზგონს და ანდერვოლტს რაც შეეხება, მაგრამ უფრო სლოჟნი სისტემაა იქ გამოყენებული მაინც, ყველა ადვილათ ვერც დაამუღამებს, თუმცა მუშაობს ისიც კარგათ

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MSI Afterburner software left without MSI support https://en.gamegpu.com/game/programmnoe-obespechenie-msi-afterburner-bez-podderzhki-msi-proekt-veroyatno-mertv რავი თვითონ დაწერა გურუ3დ-ის ფორუმზე როცა მეცლება გარკვეულ აპდეიტებს მაინც გამოვუშვებო MSI საპორტის გარეშეც

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MSI Afterburner Developer Calls Software ‘Probably Dead,’ MSI Says Not So Fast https://www.extremetech.com/gaming/342150-msi-afterburner-developer-calls-software-probably-dead-but-msi-says-not-so-fast ნუ MSI გავყინეთო დროებით მაგ პროგრამის დაფინანსება, მაგრამ უარი ჯერ არ გვითქვამსო, კაკრაზ იმის ბრალია რომ დეველოპერი რუსული წარმოშობისაა

MSI has confirmed the war in Ukraine is to blame for this situation. In a statement to PC Gamer, it wrote, “payments had been put on hold due to the RU/UA war and the economic regulations that entailed.” Despite this setback, MSI says it’s still committed to the project and is working on a solution. “We fully intend to continue with MSI Afterburner,” it told PC Gamer. “MSI have been working on a solution and expect it to be resolved soon.”

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მოკლეთ თვითონ unwinder-მა გურუ3დ-ის ფორუმზე ესეთი კომენტი დაწერა ერთ-ერთი თემაში:

Dear forum visitors,


There were a lot of discussions about the future of MSI Afterburner project in different places during the last days. Let me summarize things and address the most frequently asked questions:

- I see that a lot of you are offering to donate to compensate possible project loss. I really thank you and appreciate it, but it is not necessary. Probably you see the situation in too dramatic light and believe that it is much worse for me than it actually is due to misunderstanding of MSI Afterburner development process. MSI AB is not fulltime development job and it is not the only thing I do for living, my primary job is software development in medical R&D company. MSI AB and RTSS are pet projects which I supported during my free time in the evenings and weekends during last 25 years. That’s not a case of losing the only source of income and becoming hungry and homeless. So thanks again, but donations are not necessary, partial income loss is sad and sensible but not critical for my life conditions.
- A lot of you offer to rebrand application, sell it in STEAM or monetize it in other forms. I don’t see it as even remotely possible scenario. According to our license agreement I exclusively own source code (so technically I can do anything with it) but the company exclusively owns product name, branding and distribution rights. So doing so will result in license agreement violation from my side. I respect the agreements I sign and won’t do it under any conditions, it is a question of reputation.
- Some users believe that I should relocate from Russia to continue working on the project. I don’t see it as an option too. I had multiple job offers and could live and work abroad decades ago, I have the possibility to migrate to any country, but I was born here and 4 generations of my family were born and lived in this place. It is a small Russian city located on Azov sea coast near Russia/Ukraine border, it is located extremely close to Mariupol and warzone. Yes, living conditions suck badly here even comparing to big Russian cities like Moscow, but it is my birthplace, home and I love it. My grand and grand gradparents are buried here, my aged relatives live here and I simply cannot allow myself to leave them and escape. It is not a question of political preferences; it is a question of loving your home and your family.
- MSI are indeed trying to solve the problem now. But they tried to solve it a few times during 2022 and each previous attempt failed. Being a realist I understand that current attempt may fail as well, so I simply prepared myself to the worst case and accepted the fact that project is possibly dead. Please, no need to blame MSI for this situation. It is a stallmate case, when they want to continue cooperation but see no ways to do so at the moment.

ნუ სანამ იმუშავებს ჩემ სისტემაზე მეყენება, მერე კი რამე ალტერნატიული უნდა ვეძებო უკვე ახალი სერიის კარტებზე თუ გადავედი, როგორც ეგეთი სტატისტიკა სკრინზე თამაშის დროს ისე ძალიან არ მაინტერესებდა, უფრო კარტის ანდერვოლტისთვის და რაზგონისთვის ვიყენებდი და კარგათ ინახავდა ფანის აბაროტებს კიდე და სხვადასხვა ტიპის პროფილებს რაზგონი იქნება თუ ანდერვოლტი, ძალიან მარტივათ შემეძლო როცა ვამაინინგები აქეთ-იქით გადართვა სხვადასხვა სეტინგებზე სხვადასხვა ალგორიტმებისთვის რაც მქონდა დატვიკული, მოკლეთ არაფერი მაგ დონის არაა ნვიდიას კარტისთვის, არის ახლოს მაგასთან და ნაკლები შესაძლებლობებით უფრო

 

ისე ეგ ტიპი უკრაინასთან ახლოს ცხოვრობს აზოვის ზღვაზე, იგივე მარიუპულიც არ ყოფილა მაგასგან შორს, ბელორუსიაშიც ბევრია ისე ეგეთი გვარი, ნიკოლაიჩუკია გვარათ, როგორც თვითონ ირწმუნება ეგ უფრო მაგის ჰობი ყოფილა და მეორე სამუშაო, ანუ ვისაც ეგ პროგრამა ჭირდებოდა უფრო ეგენი ზარალდებიან ვიდრე თვითონ პროექტის ავტორი მაგ პროექტის გაყინვით, ბოლო 25 წელი თავისუფაა დროს ვახარჯავდიო RTSS და მოგვიანებით აფტერბარნერს უკვე, ისე სხვა სამუშაოც მაქვსო და არ მიჭირსო დიდათ, თუმცა ვიცი დედა გარდაეცალა კოვიდით წინა წელიწადს მგონი, ფორუმზეც დაწერა

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MSI Afterburner 4.6.5 beta 5 გამოვიდა შემდეგი ჩეინჯლოგით:

- Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards
- Added some future AMD and NVIDIA PCI DeviceIDs to hardware database
- Bundled RTSS has been upgraded to the latest version ( 7.3.4 beta 8 build 27515):

 Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards to internal HAL of OverlayEditor plugin
- D3D1x device selection priority has been changed from ascending to discending to improve compatibility with ReShade 5.6, which creates dummy D3D10 device for D3D11 applications
- Slightly altered CPU base clock estimation implementation inside internal HAL of OverlayEditor plugin
- Slightly altered CPU name packing approach, "13th Gen" pattern is also removed from it for compact CPU name macro
- Now sample overlay layout displays thread usage bars for the first 16 threads instead of the first 8 threads before
- Added new mini overlay layout to OverlayEditor (demonstrated in this post). Please take a note that the second usage displayed in CPU column in this layout is max CPU thread usage, it is handy to detect games bottlenecked by signlethreaded performance

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta5Build16368.rar

 

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